// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "BToolkit/UGUIBlur" {
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
	_Color("Tint", Color) = (1,1,1,1)

		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255

		_ColorMask("Color Mask", Float) = 15
		//--------------add------------------
		_Distance("Distance", Float) = 0.015
		//--------------add------------------
	}

		SubShader
	{
		Tags
	{
		"Queue" = "Transparent"
		"IgnoreProjector" = "True"
		"RenderType" = "Transparent"
		"PreviewType" = "Plane"
		"CanUseSpriteAtlas" = "True"
	}

		Stencil
	{
		Ref[_Stencil]
		Comp[_StencilComp]
		Pass[_StencilOp]
		ReadMask[_StencilReadMask]
		WriteMask[_StencilWriteMask]
	}

		Cull Off
		Lighting Off
		ZWrite Off
		ZTest[unity_GUIZTestMode]
		Fog{ Mode Off }
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask[_ColorMask]

		Pass
	{
		CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

	struct appdata_t
	{
		float4 vertex   : POSITION;
		float4 color    : COLOR;
		float2 texcoord : TEXCOORD0;
	};

	struct v2f
	{
		float4 vertex   : SV_POSITION;
		fixed4 color : COLOR;
		half2 texcoord  : TEXCOORD0;
	};

	fixed4 _Color;

	v2f vert(appdata_t IN)
	{
		v2f OUT;
		OUT.vertex = UnityObjectToClipPos(IN.vertex);
		OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
		OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif
		OUT.color = IN.color * _Color;
		return OUT;
	}

	sampler2D _MainTex;
	//--------------add------------------
	float _Distance;
	//--------------add------------------
	fixed4 frag(v2f IN) : SV_Target
	{
		//				//half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
		//				//clip (color.a - 0.01);
		//				//return color;

		//--------------add------------------
		float distance = _Distance;
	fixed4 computedColor = tex2D(_MainTex, IN.texcoord) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y + distance)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y + distance)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y - distance)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x + distance , IN.texcoord.y - distance)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y + distance)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x - distance , IN.texcoord.y)) * IN.color;
	computedColor += tex2D(_MainTex, half2(IN.texcoord.x , IN.texcoord.y - distance)) * IN.color;
	computedColor = computedColor / 9;
	return computedColor;
	//--------------add------------------
	}
		ENDCG
	}
	}
}